mirror of
https://github.com/tobspr/shapez.io.git
synced 2024-10-27 20:34:29 +00:00
Mark pinned shapes in statistics dialog
This commit is contained in:
parent
e6b5f8d2ed
commit
8ba6517591
@ -18,9 +18,19 @@
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@include S(min-width, 30px);
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color: #fff;
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opacity: 0.25;
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@include S(margin-left, 1px);
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@include S(border-radius, $globalBorderRadius);
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border-radius: 0;
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&:first-child {
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@include S(border-top-left-radius, $globalBorderRadius);
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@include S(border-bottom-left-radius, $globalBorderRadius);
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}
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&:last-child {
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@include S(border-top-right-radius, $globalBorderRadius);
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@include S(border-bottom-right-radius, $globalBorderRadius);
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}
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&.displayIcons,
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&.displayDetailed,
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&.displaySorted {
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@ -32,7 +42,7 @@
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&.displaySorted {
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background-image: uiResource("icons/display_sorted.png");
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background-size: #{D(11.5px)};
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margin-right: 20px;
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margin-right: 4px;
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@include S(padding, 1px, 0);
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}
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}
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@ -89,16 +99,24 @@
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display: grid;
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@include S(border-radius, $globalBorderRadius);
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@include DarkThemeOverride {
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background: #222428;
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}
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grid-template-columns: 1fr auto;
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@include S(padding, 5px);
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&:last-child {
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margin-bottom: 0;
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}
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&.pinned {
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background: #e3e5e9;
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}
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@include DarkThemeOverride {
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background: #222428;
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&.pinned {
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background: darken(#222428, 10);
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}
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}
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canvas.icon {
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grid-column: 1 / 2;
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grid-row: 1 / 2;
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@ -108,7 +126,6 @@
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.counter {
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@include SuperSmallText;
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@include S(padding, 0, 3px);
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}
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}
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@ -141,7 +158,6 @@
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.counter {
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grid-column: 1 / 2;
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grid-row: 2 / 3;
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background: rgba(0, 10, 20, 0.05);
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justify-self: end;
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}
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}
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@ -1,492 +1,492 @@
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/* typehints:start */
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import { Application } from "../application";
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/* typehints:end */
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import { BufferMaintainer } from "../core/buffer_maintainer";
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import { disableImageSmoothing, enableImageSmoothing, registerCanvas } from "../core/buffer_utils";
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import { globalConfig } from "../core/config";
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import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
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import { DrawParameters } from "../core/draw_parameters";
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import { gMetaBuildingRegistry } from "../core/global_registries";
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import { createLogger } from "../core/logging";
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import { Rectangle } from "../core/rectangle";
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import { randomInt, round2Digits, round3Digits } from "../core/utils";
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import { Vector } from "../core/vector";
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import { Savegame } from "../savegame/savegame";
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import { SavegameSerializer } from "../savegame/savegame_serializer";
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import { AutomaticSave } from "./automatic_save";
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import { MetaHubBuilding } from "./buildings/hub";
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import { Camera } from "./camera";
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import { DynamicTickrate } from "./dynamic_tickrate";
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import { EntityManager } from "./entity_manager";
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import { GameSystemManager } from "./game_system_manager";
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import { HubGoals } from "./hub_goals";
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import { GameHUD } from "./hud/hud";
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import { KeyActionMapper } from "./key_action_mapper";
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import { GameLogic } from "./logic";
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import { MapView } from "./map_view";
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import { defaultBuildingVariant } from "./meta_building";
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import { ProductionAnalytics } from "./production_analytics";
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import { GameRoot } from "./root";
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import { ShapeDefinitionManager } from "./shape_definition_manager";
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import { SoundProxy } from "./sound_proxy";
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import { GameTime } from "./time/game_time";
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import { ORIGINAL_SPRITE_SCALE } from "../core/sprites";
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const logger = createLogger("ingame/core");
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// Store the canvas so we can reuse it later
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/** @type {HTMLCanvasElement} */
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let lastCanvas = null;
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/** @type {CanvasRenderingContext2D} */
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let lastContext = null;
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/**
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* The core manages the root and represents the whole game. It wraps the root, since
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* the root class is just a data holder.
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*/
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export class GameCore {
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/** @param {Application} app */
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constructor(app) {
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this.app = app;
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/** @type {GameRoot} */
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this.root = null;
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/**
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* Set to true at the beginning of a logic update and cleared when its finished.
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* This is to prevent doing a recursive logic update which can lead to unexpected
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* behaviour.
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*/
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this.duringLogicUpdate = false;
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// Cached
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this.boundInternalTick = this.updateLogic.bind(this);
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}
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/**
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* Initializes the root object which stores all game related data. The state
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* is required as a back reference (used sometimes)
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* @param {import("../states/ingame").InGameState} parentState
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* @param {Savegame} savegame
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*/
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initializeRoot(parentState, savegame) {
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// Construct the root element, this is the data representation of the game
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this.root = new GameRoot(this.app);
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this.root.gameState = parentState;
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this.root.keyMapper = parentState.keyActionMapper;
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this.root.savegame = savegame;
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this.root.gameWidth = this.app.screenWidth;
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this.root.gameHeight = this.app.screenHeight;
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// Initialize canvas element & context
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this.internalInitCanvas();
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// Members
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const root = this.root;
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// This isn't nice, but we need it right here
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root.keyMapper = new KeyActionMapper(root, this.root.gameState.inputReciever);
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// Needs to come first
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root.dynamicTickrate = new DynamicTickrate(root);
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// Init classes
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root.camera = new Camera(root);
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root.map = new MapView(root);
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root.logic = new GameLogic(root);
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root.hud = new GameHUD(root);
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root.time = new GameTime(root);
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root.automaticSave = new AutomaticSave(root);
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root.soundProxy = new SoundProxy(root);
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// Init managers
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root.entityMgr = new EntityManager(root);
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root.systemMgr = new GameSystemManager(root);
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root.shapeDefinitionMgr = new ShapeDefinitionManager(root);
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root.hubGoals = new HubGoals(root);
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root.productionAnalytics = new ProductionAnalytics(root);
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root.buffers = new BufferMaintainer(root);
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// Initialize the hud once everything is loaded
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this.root.hud.initialize();
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// Initial resize event, it might be possible that the screen
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// resized later during init tho, which is why will emit it later
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// again anyways
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this.resize(this.app.screenWidth, this.app.screenHeight);
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if (G_IS_DEV) {
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// @ts-ignore
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window.globalRoot = root;
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}
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}
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/**
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* Initializes a new game, this means creating a new map and centering on the
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* playerbase
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* */
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initNewGame() {
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logger.log("Initializing new game");
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this.root.gameIsFresh = true;
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this.root.map.seed = randomInt(0, 100000);
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// Place the hub
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const hub = gMetaBuildingRegistry.findByClass(MetaHubBuilding).createEntity({
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root: this.root,
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origin: new Vector(-2, -2),
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rotation: 0,
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originalRotation: 0,
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rotationVariant: 0,
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variant: defaultBuildingVariant,
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});
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this.root.map.placeStaticEntity(hub);
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this.root.entityMgr.registerEntity(hub);
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}
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/**
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* Inits an existing game by loading the raw savegame data and deserializing it.
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* Also runs basic validity checks.
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*/
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initExistingGame() {
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logger.log("Initializing existing game");
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const serializer = new SavegameSerializer();
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try {
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const status = serializer.deserialize(this.root.savegame.getCurrentDump(), this.root);
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if (!status.isGood()) {
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logger.error("savegame-deserialize-failed:" + status.reason);
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return false;
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}
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} catch (ex) {
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logger.error("Exception during deserialization:", ex);
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return false;
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}
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this.root.gameIsFresh = false;
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return true;
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}
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/**
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* Initializes the render canvas
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*/
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internalInitCanvas() {
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let canvas, context;
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if (!lastCanvas) {
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logger.log("Creating new canvas");
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canvas = document.createElement("canvas");
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canvas.id = "ingame_Canvas";
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canvas.setAttribute("opaque", "true");
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canvas.setAttribute("webkitOpaque", "true");
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canvas.setAttribute("mozOpaque", "true");
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this.root.gameState.getDivElement().appendChild(canvas);
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context = canvas.getContext("2d", { alpha: false });
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lastCanvas = canvas;
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lastContext = context;
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} else {
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logger.log("Reusing canvas");
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if (lastCanvas.parentElement) {
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lastCanvas.parentElement.removeChild(lastCanvas);
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}
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this.root.gameState.getDivElement().appendChild(lastCanvas);
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canvas = lastCanvas;
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context = lastContext;
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lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
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}
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// globalConfig.smoothing.smoothMainCanvas = getDeviceDPI() < 1.5;
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// globalConfig.smoothing.smoothMainCanvas = true;
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canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
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// Oof, use :not() instead
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canvas.classList.toggle("unsmoothed", !globalConfig.smoothing.smoothMainCanvas);
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if (globalConfig.smoothing.smoothMainCanvas) {
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enableImageSmoothing(context);
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} else {
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disableImageSmoothing(context);
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}
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this.root.canvas = canvas;
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this.root.context = context;
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registerCanvas(canvas, context);
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}
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/**
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* Destructs the root, freeing all resources
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*/
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destruct() {
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if (lastCanvas && lastCanvas.parentElement) {
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lastCanvas.parentElement.removeChild(lastCanvas);
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}
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this.root.destruct();
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delete this.root;
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this.root = null;
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this.app = null;
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}
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tick(deltaMs) {
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const root = this.root;
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// Extract current real time
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root.time.updateRealtimeNow();
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// Camera is always updated, no matter what
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root.camera.update(deltaMs);
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// Perform logic ticks
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this.root.time.performTicks(deltaMs, this.boundInternalTick);
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// Update analytics
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root.productionAnalytics.update();
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// Update automatic save after everything finished
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root.automaticSave.update();
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return true;
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}
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shouldRender() {
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if (this.root.queue.requireRedraw) {
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return true;
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}
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if (this.root.hud.shouldPauseRendering()) {
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return false;
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}
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// Do not render
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if (!this.app.isRenderable()) {
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return false;
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}
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return true;
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}
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updateLogic() {
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const root = this.root;
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root.dynamicTickrate.beginTick();
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if (G_IS_DEV && globalConfig.debug.disableLogicTicks) {
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root.dynamicTickrate.endTick();
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return true;
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}
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this.duringLogicUpdate = true;
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// Update entities, this removes destroyed entities
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root.entityMgr.update();
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// IMPORTANT: At this point, the game might be game over. Stop if this is the case
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if (!this.root) {
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logger.log("Root destructed, returning false");
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root.dynamicTickrate.endTick();
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return false;
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}
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root.systemMgr.update();
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// root.particleMgr.update();
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this.duringLogicUpdate = false;
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root.dynamicTickrate.endTick();
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return true;
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}
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resize(w, h) {
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this.root.gameWidth = w;
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this.root.gameHeight = h;
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resizeHighDPICanvas(this.root.canvas, w, h, globalConfig.smoothing.smoothMainCanvas);
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this.root.signals.resized.dispatch(w, h);
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this.root.queue.requireRedraw = true;
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}
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postLoadHook() {
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logger.log("Dispatching post load hook");
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this.root.signals.postLoadHook.dispatch();
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if (!this.root.gameIsFresh) {
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// Also dispatch game restored hook on restored savegames
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this.root.signals.gameRestored.dispatch();
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}
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this.root.gameInitialized = true;
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}
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draw() {
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const root = this.root;
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const systems = root.systemMgr.systems;
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this.root.dynamicTickrate.onFrameRendered();
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if (!this.shouldRender()) {
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// Always update hud tho
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root.hud.update();
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return;
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}
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this.root.signals.gameFrameStarted.dispatch();
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root.queue.requireRedraw = false;
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// Gather context and save all state
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const context = root.context;
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context.save();
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if (G_IS_DEV) {
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context.fillStyle = "#a10000";
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context.fillRect(0, 0, window.innerWidth * 3, window.innerHeight * 3);
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}
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// Compute optimal zoom level and atlas scale
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const zoomLevel = root.camera.zoomLevel;
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const lowQuality = root.app.settings.getAllSettings().lowQualityTextures;
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const effectiveZoomLevel =
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(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
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let desiredAtlasScale = "0.25";
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if (effectiveZoomLevel > 0.8 && !lowQuality) {
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desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
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} else if (effectiveZoomLevel > 0.4 && !lowQuality) {
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desiredAtlasScale = "0.5";
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}
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// Construct parameters required for drawing
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const params = new DrawParameters({
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context: context,
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visibleRect: root.camera.getVisibleRect(),
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desiredAtlasScale,
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zoomLevel,
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root: root,
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});
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if (G_IS_DEV && globalConfig.debug.testCulling) {
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context.clearRect(0, 0, root.gameWidth, root.gameHeight);
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}
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// Transform to world space
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if (G_IS_DEV && globalConfig.debug.testClipping) {
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params.visibleRect = params.visibleRect.expandedInAllDirections(
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-200 / this.root.camera.zoomLevel
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);
|
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}
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root.camera.transform(context);
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assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame start");
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// Update hud
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root.hud.update();
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// Main rendering order
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// -----
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if (this.root.camera.getIsMapOverlayActive()) {
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// Map overview
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root.map.drawOverlay(params);
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} else {
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// Background (grid, resources, etc)
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root.map.drawBackground(params);
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// Belt items
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systems.belt.drawBeltItems(params);
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// Miner & Static map entities etc.
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root.map.drawForeground(params);
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// HUB Overlay
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systems.hub.draw(params);
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// Green wires overlay
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root.hud.parts.wiresOverlay.draw(params);
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|
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if (this.root.currentLayer === "wires") {
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// Static map entities
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root.map.drawWiresForegroundLayer(params);
|
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}
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}
|
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|
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if (G_IS_DEV) {
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root.map.drawStaticEntityDebugOverlays(params);
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}
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if (G_IS_DEV && globalConfig.debug.renderBeltPaths) {
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systems.belt.drawBeltPathDebug(params);
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}
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// END OF GAME CONTENT
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// -----
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// Finally, draw the hud. Nothing should come after that
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root.hud.draw(params);
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assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame end before restore");
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|
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// Restore to screen space
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context.restore();
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// Restore parameters
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||||
params.zoomLevel = 1;
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params.desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
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params.visibleRect = new Rectangle(0, 0, this.root.gameWidth, this.root.gameHeight);
|
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if (G_IS_DEV && globalConfig.debug.testClipping) {
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params.visibleRect = params.visibleRect.expandedInAllDirections(-200);
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}
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// Draw overlays, those are screen space
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root.hud.drawOverlays(params);
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|
||||
assert(context.globalAlpha === 1.0, "context.globalAlpha not 1 on frame end");
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.simulateSlowRendering) {
|
||||
let sum = 0;
|
||||
for (let i = 0; i < 1e8; ++i) {
|
||||
sum += i;
|
||||
}
|
||||
if (Math.random() > 0.95) {
|
||||
console.log(sum);
|
||||
}
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.showAtlasInfo) {
|
||||
context.font = "13px GameFont";
|
||||
context.fillStyle = "blue";
|
||||
context.fillText(
|
||||
"Atlas: " +
|
||||
desiredAtlasScale +
|
||||
" / Zoom: " +
|
||||
round2Digits(zoomLevel) +
|
||||
" / Effective Zoom: " +
|
||||
round2Digits(effectiveZoomLevel),
|
||||
20,
|
||||
600
|
||||
);
|
||||
|
||||
const stats = this.root.buffers.getStats();
|
||||
context.fillText(
|
||||
"Buffers: " +
|
||||
stats.rootKeys +
|
||||
" root keys, " +
|
||||
stats.subKeys +
|
||||
" sub keys / buffers / VRAM: " +
|
||||
round2Digits(stats.vramBytes / (1024 * 1024)) +
|
||||
" MB",
|
||||
|
||||
20,
|
||||
620
|
||||
);
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
context.strokeStyle = "red";
|
||||
context.lineWidth = 1;
|
||||
context.beginPath();
|
||||
context.rect(200, 200, this.root.gameWidth - 400, this.root.gameHeight - 400);
|
||||
context.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
/* typehints:start */
|
||||
import { Application } from "../application";
|
||||
/* typehints:end */
|
||||
import { BufferMaintainer } from "../core/buffer_maintainer";
|
||||
import { disableImageSmoothing, enableImageSmoothing, registerCanvas } from "../core/buffer_utils";
|
||||
import { globalConfig } from "../core/config";
|
||||
import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
|
||||
import { DrawParameters } from "../core/draw_parameters";
|
||||
import { gMetaBuildingRegistry } from "../core/global_registries";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { Rectangle } from "../core/rectangle";
|
||||
import { randomInt, round2Digits, round3Digits } from "../core/utils";
|
||||
import { Vector } from "../core/vector";
|
||||
import { Savegame } from "../savegame/savegame";
|
||||
import { SavegameSerializer } from "../savegame/savegame_serializer";
|
||||
import { AutomaticSave } from "./automatic_save";
|
||||
import { MetaHubBuilding } from "./buildings/hub";
|
||||
import { Camera } from "./camera";
|
||||
import { DynamicTickrate } from "./dynamic_tickrate";
|
||||
import { EntityManager } from "./entity_manager";
|
||||
import { GameSystemManager } from "./game_system_manager";
|
||||
import { HubGoals } from "./hub_goals";
|
||||
import { GameHUD } from "./hud/hud";
|
||||
import { KeyActionMapper } from "./key_action_mapper";
|
||||
import { GameLogic } from "./logic";
|
||||
import { MapView } from "./map_view";
|
||||
import { defaultBuildingVariant } from "./meta_building";
|
||||
import { ProductionAnalytics } from "./production_analytics";
|
||||
import { GameRoot } from "./root";
|
||||
import { ShapeDefinitionManager } from "./shape_definition_manager";
|
||||
import { SoundProxy } from "./sound_proxy";
|
||||
import { GameTime } from "./time/game_time";
|
||||
import { ORIGINAL_SPRITE_SCALE } from "../core/sprites";
|
||||
|
||||
const logger = createLogger("ingame/core");
|
||||
|
||||
// Store the canvas so we can reuse it later
|
||||
/** @type {HTMLCanvasElement} */
|
||||
let lastCanvas = null;
|
||||
/** @type {CanvasRenderingContext2D} */
|
||||
let lastContext = null;
|
||||
|
||||
/**
|
||||
* The core manages the root and represents the whole game. It wraps the root, since
|
||||
* the root class is just a data holder.
|
||||
*/
|
||||
export class GameCore {
|
||||
/** @param {Application} app */
|
||||
constructor(app) {
|
||||
this.app = app;
|
||||
|
||||
/** @type {GameRoot} */
|
||||
this.root = null;
|
||||
|
||||
/**
|
||||
* Set to true at the beginning of a logic update and cleared when its finished.
|
||||
* This is to prevent doing a recursive logic update which can lead to unexpected
|
||||
* behaviour.
|
||||
*/
|
||||
this.duringLogicUpdate = false;
|
||||
|
||||
// Cached
|
||||
this.boundInternalTick = this.updateLogic.bind(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the root object which stores all game related data. The state
|
||||
* is required as a back reference (used sometimes)
|
||||
* @param {import("../states/ingame").InGameState} parentState
|
||||
* @param {Savegame} savegame
|
||||
*/
|
||||
initializeRoot(parentState, savegame) {
|
||||
// Construct the root element, this is the data representation of the game
|
||||
this.root = new GameRoot(this.app);
|
||||
this.root.gameState = parentState;
|
||||
this.root.keyMapper = parentState.keyActionMapper;
|
||||
this.root.savegame = savegame;
|
||||
this.root.gameWidth = this.app.screenWidth;
|
||||
this.root.gameHeight = this.app.screenHeight;
|
||||
|
||||
// Initialize canvas element & context
|
||||
this.internalInitCanvas();
|
||||
|
||||
// Members
|
||||
const root = this.root;
|
||||
|
||||
// This isn't nice, but we need it right here
|
||||
root.keyMapper = new KeyActionMapper(root, this.root.gameState.inputReciever);
|
||||
|
||||
// Needs to come first
|
||||
root.dynamicTickrate = new DynamicTickrate(root);
|
||||
|
||||
// Init classes
|
||||
root.camera = new Camera(root);
|
||||
root.map = new MapView(root);
|
||||
root.logic = new GameLogic(root);
|
||||
root.hud = new GameHUD(root);
|
||||
root.time = new GameTime(root);
|
||||
root.automaticSave = new AutomaticSave(root);
|
||||
root.soundProxy = new SoundProxy(root);
|
||||
|
||||
// Init managers
|
||||
root.entityMgr = new EntityManager(root);
|
||||
root.systemMgr = new GameSystemManager(root);
|
||||
root.shapeDefinitionMgr = new ShapeDefinitionManager(root);
|
||||
root.hubGoals = new HubGoals(root);
|
||||
root.productionAnalytics = new ProductionAnalytics(root);
|
||||
root.buffers = new BufferMaintainer(root);
|
||||
|
||||
// Initialize the hud once everything is loaded
|
||||
this.root.hud.initialize();
|
||||
|
||||
// Initial resize event, it might be possible that the screen
|
||||
// resized later during init tho, which is why will emit it later
|
||||
// again anyways
|
||||
this.resize(this.app.screenWidth, this.app.screenHeight);
|
||||
|
||||
if (G_IS_DEV) {
|
||||
// @ts-ignore
|
||||
window.globalRoot = root;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes a new game, this means creating a new map and centering on the
|
||||
* playerbase
|
||||
* */
|
||||
initNewGame() {
|
||||
logger.log("Initializing new game");
|
||||
this.root.gameIsFresh = true;
|
||||
this.root.map.seed = randomInt(0, 100000);
|
||||
|
||||
// Place the hub
|
||||
const hub = gMetaBuildingRegistry.findByClass(MetaHubBuilding).createEntity({
|
||||
root: this.root,
|
||||
origin: new Vector(-2, -2),
|
||||
rotation: 0,
|
||||
originalRotation: 0,
|
||||
rotationVariant: 0,
|
||||
variant: defaultBuildingVariant,
|
||||
});
|
||||
this.root.map.placeStaticEntity(hub);
|
||||
this.root.entityMgr.registerEntity(hub);
|
||||
}
|
||||
|
||||
/**
|
||||
* Inits an existing game by loading the raw savegame data and deserializing it.
|
||||
* Also runs basic validity checks.
|
||||
*/
|
||||
initExistingGame() {
|
||||
logger.log("Initializing existing game");
|
||||
const serializer = new SavegameSerializer();
|
||||
|
||||
try {
|
||||
const status = serializer.deserialize(this.root.savegame.getCurrentDump(), this.root);
|
||||
if (!status.isGood()) {
|
||||
logger.error("savegame-deserialize-failed:" + status.reason);
|
||||
return false;
|
||||
}
|
||||
} catch (ex) {
|
||||
logger.error("Exception during deserialization:", ex);
|
||||
return false;
|
||||
}
|
||||
this.root.gameIsFresh = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the render canvas
|
||||
*/
|
||||
internalInitCanvas() {
|
||||
let canvas, context;
|
||||
if (!lastCanvas) {
|
||||
logger.log("Creating new canvas");
|
||||
canvas = document.createElement("canvas");
|
||||
canvas.id = "ingame_Canvas";
|
||||
canvas.setAttribute("opaque", "true");
|
||||
canvas.setAttribute("webkitOpaque", "true");
|
||||
canvas.setAttribute("mozOpaque", "true");
|
||||
this.root.gameState.getDivElement().appendChild(canvas);
|
||||
context = canvas.getContext("2d", { alpha: false });
|
||||
|
||||
lastCanvas = canvas;
|
||||
lastContext = context;
|
||||
} else {
|
||||
logger.log("Reusing canvas");
|
||||
if (lastCanvas.parentElement) {
|
||||
lastCanvas.parentElement.removeChild(lastCanvas);
|
||||
}
|
||||
this.root.gameState.getDivElement().appendChild(lastCanvas);
|
||||
|
||||
canvas = lastCanvas;
|
||||
context = lastContext;
|
||||
|
||||
lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
|
||||
}
|
||||
|
||||
// globalConfig.smoothing.smoothMainCanvas = getDeviceDPI() < 1.5;
|
||||
// globalConfig.smoothing.smoothMainCanvas = true;
|
||||
|
||||
canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
|
||||
|
||||
// Oof, use :not() instead
|
||||
canvas.classList.toggle("unsmoothed", !globalConfig.smoothing.smoothMainCanvas);
|
||||
|
||||
if (globalConfig.smoothing.smoothMainCanvas) {
|
||||
enableImageSmoothing(context);
|
||||
} else {
|
||||
disableImageSmoothing(context);
|
||||
}
|
||||
|
||||
this.root.canvas = canvas;
|
||||
this.root.context = context;
|
||||
|
||||
registerCanvas(canvas, context);
|
||||
}
|
||||
|
||||
/**
|
||||
* Destructs the root, freeing all resources
|
||||
*/
|
||||
destruct() {
|
||||
if (lastCanvas && lastCanvas.parentElement) {
|
||||
lastCanvas.parentElement.removeChild(lastCanvas);
|
||||
}
|
||||
|
||||
this.root.destruct();
|
||||
delete this.root;
|
||||
this.root = null;
|
||||
this.app = null;
|
||||
}
|
||||
|
||||
tick(deltaMs) {
|
||||
const root = this.root;
|
||||
|
||||
// Extract current real time
|
||||
root.time.updateRealtimeNow();
|
||||
|
||||
// Camera is always updated, no matter what
|
||||
root.camera.update(deltaMs);
|
||||
|
||||
// Perform logic ticks
|
||||
this.root.time.performTicks(deltaMs, this.boundInternalTick);
|
||||
|
||||
// Update analytics
|
||||
root.productionAnalytics.update();
|
||||
|
||||
// Update automatic save after everything finished
|
||||
root.automaticSave.update();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
shouldRender() {
|
||||
if (this.root.queue.requireRedraw) {
|
||||
return true;
|
||||
}
|
||||
if (this.root.hud.shouldPauseRendering()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Do not render
|
||||
if (!this.app.isRenderable()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
updateLogic() {
|
||||
const root = this.root;
|
||||
|
||||
root.dynamicTickrate.beginTick();
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.disableLogicTicks) {
|
||||
root.dynamicTickrate.endTick();
|
||||
return true;
|
||||
}
|
||||
|
||||
this.duringLogicUpdate = true;
|
||||
|
||||
// Update entities, this removes destroyed entities
|
||||
root.entityMgr.update();
|
||||
|
||||
// IMPORTANT: At this point, the game might be game over. Stop if this is the case
|
||||
if (!this.root) {
|
||||
logger.log("Root destructed, returning false");
|
||||
root.dynamicTickrate.endTick();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
root.systemMgr.update();
|
||||
// root.particleMgr.update();
|
||||
|
||||
this.duringLogicUpdate = false;
|
||||
root.dynamicTickrate.endTick();
|
||||
return true;
|
||||
}
|
||||
|
||||
resize(w, h) {
|
||||
this.root.gameWidth = w;
|
||||
this.root.gameHeight = h;
|
||||
resizeHighDPICanvas(this.root.canvas, w, h, globalConfig.smoothing.smoothMainCanvas);
|
||||
this.root.signals.resized.dispatch(w, h);
|
||||
this.root.queue.requireRedraw = true;
|
||||
}
|
||||
|
||||
postLoadHook() {
|
||||
logger.log("Dispatching post load hook");
|
||||
this.root.signals.postLoadHook.dispatch();
|
||||
|
||||
if (!this.root.gameIsFresh) {
|
||||
// Also dispatch game restored hook on restored savegames
|
||||
this.root.signals.gameRestored.dispatch();
|
||||
}
|
||||
|
||||
this.root.gameInitialized = true;
|
||||
}
|
||||
|
||||
draw() {
|
||||
const root = this.root;
|
||||
const systems = root.systemMgr.systems;
|
||||
|
||||
this.root.dynamicTickrate.onFrameRendered();
|
||||
|
||||
if (!this.shouldRender()) {
|
||||
// Always update hud tho
|
||||
root.hud.update();
|
||||
return;
|
||||
}
|
||||
|
||||
this.root.signals.gameFrameStarted.dispatch();
|
||||
|
||||
root.queue.requireRedraw = false;
|
||||
|
||||
// Gather context and save all state
|
||||
const context = root.context;
|
||||
context.save();
|
||||
if (G_IS_DEV) {
|
||||
context.fillStyle = "#a10000";
|
||||
context.fillRect(0, 0, window.innerWidth * 3, window.innerHeight * 3);
|
||||
}
|
||||
|
||||
// Compute optimal zoom level and atlas scale
|
||||
const zoomLevel = root.camera.zoomLevel;
|
||||
const lowQuality = root.app.settings.getAllSettings().lowQualityTextures;
|
||||
const effectiveZoomLevel =
|
||||
(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
|
||||
|
||||
let desiredAtlasScale = "0.25";
|
||||
if (effectiveZoomLevel > 0.8 && !lowQuality) {
|
||||
desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
||||
} else if (effectiveZoomLevel > 0.4 && !lowQuality) {
|
||||
desiredAtlasScale = "0.5";
|
||||
}
|
||||
|
||||
// Construct parameters required for drawing
|
||||
const params = new DrawParameters({
|
||||
context: context,
|
||||
visibleRect: root.camera.getVisibleRect(),
|
||||
desiredAtlasScale,
|
||||
zoomLevel,
|
||||
root: root,
|
||||
});
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testCulling) {
|
||||
context.clearRect(0, 0, root.gameWidth, root.gameHeight);
|
||||
}
|
||||
|
||||
// Transform to world space
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
params.visibleRect = params.visibleRect.expandedInAllDirections(
|
||||
-200 / this.root.camera.zoomLevel
|
||||
);
|
||||
}
|
||||
|
||||
root.camera.transform(context);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame start");
|
||||
|
||||
// Update hud
|
||||
root.hud.update();
|
||||
|
||||
// Main rendering order
|
||||
// -----
|
||||
|
||||
if (this.root.camera.getIsMapOverlayActive()) {
|
||||
// Map overview
|
||||
root.map.drawOverlay(params);
|
||||
} else {
|
||||
// Background (grid, resources, etc)
|
||||
root.map.drawBackground(params);
|
||||
|
||||
// Belt items
|
||||
systems.belt.drawBeltItems(params);
|
||||
|
||||
// Miner & Static map entities etc.
|
||||
root.map.drawForeground(params);
|
||||
|
||||
// HUB Overlay
|
||||
systems.hub.draw(params);
|
||||
|
||||
// Green wires overlay
|
||||
root.hud.parts.wiresOverlay.draw(params);
|
||||
|
||||
if (this.root.currentLayer === "wires") {
|
||||
// Static map entities
|
||||
root.map.drawWiresForegroundLayer(params);
|
||||
}
|
||||
}
|
||||
|
||||
if (G_IS_DEV) {
|
||||
root.map.drawStaticEntityDebugOverlays(params);
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.renderBeltPaths) {
|
||||
systems.belt.drawBeltPathDebug(params);
|
||||
}
|
||||
|
||||
// END OF GAME CONTENT
|
||||
// -----
|
||||
|
||||
// Finally, draw the hud. Nothing should come after that
|
||||
root.hud.draw(params);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame end before restore");
|
||||
|
||||
// Restore to screen space
|
||||
context.restore();
|
||||
|
||||
// Restore parameters
|
||||
params.zoomLevel = 1;
|
||||
params.desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
||||
params.visibleRect = new Rectangle(0, 0, this.root.gameWidth, this.root.gameHeight);
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
params.visibleRect = params.visibleRect.expandedInAllDirections(-200);
|
||||
}
|
||||
|
||||
// Draw overlays, those are screen space
|
||||
root.hud.drawOverlays(params);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "context.globalAlpha not 1 on frame end");
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.simulateSlowRendering) {
|
||||
let sum = 0;
|
||||
for (let i = 0; i < 1e8; ++i) {
|
||||
sum += i;
|
||||
}
|
||||
if (Math.random() > 0.95) {
|
||||
console.log(sum);
|
||||
}
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.showAtlasInfo) {
|
||||
context.font = "13px GameFont";
|
||||
context.fillStyle = "blue";
|
||||
context.fillText(
|
||||
"Atlas: " +
|
||||
desiredAtlasScale +
|
||||
" / Zoom: " +
|
||||
round2Digits(zoomLevel) +
|
||||
" / Effective Zoom: " +
|
||||
round2Digits(effectiveZoomLevel),
|
||||
20,
|
||||
600
|
||||
);
|
||||
|
||||
const stats = this.root.buffers.getStats();
|
||||
context.fillText(
|
||||
"Buffers: " +
|
||||
stats.rootKeys +
|
||||
" root keys, " +
|
||||
stats.subKeys +
|
||||
" sub keys / buffers / VRAM: " +
|
||||
round2Digits(stats.vramBytes / (1024 * 1024)) +
|
||||
" MB",
|
||||
|
||||
20,
|
||||
620
|
||||
);
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
context.strokeStyle = "red";
|
||||
context.lineWidth = 1;
|
||||
context.beginPath();
|
||||
context.rect(200, 200, this.root.gameWidth - 400, this.root.gameHeight - 400);
|
||||
context.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -87,7 +87,7 @@ export class HUDStatistics extends BaseHUDPart {
|
||||
*/
|
||||
setSorted(sorted) {
|
||||
this.sorted = sorted;
|
||||
this.dialogInner.setAttribute("data-sorted", sorted);
|
||||
this.dialogInner.setAttribute("data-sorted", String(sorted));
|
||||
if (this.visible) {
|
||||
this.rerenderFull();
|
||||
}
|
||||
@ -201,7 +201,16 @@ export class HUDStatistics extends BaseHUDPart {
|
||||
}
|
||||
}
|
||||
|
||||
const pinnedShapes = this.root.hud.parts.pinnedShapes;
|
||||
|
||||
entries.sort((a, b) => {
|
||||
const aPinned = pinnedShapes.isShapePinned(a[0]);
|
||||
const bPinned = pinnedShapes.isShapePinned(b[0]);
|
||||
|
||||
if (aPinned !== bPinned) {
|
||||
return aPinned ? -1 : 1;
|
||||
}
|
||||
|
||||
// Sort by shape key for some consistency
|
||||
if (!this.sorted || b[1] == a[1]) {
|
||||
return b[0].localeCompare(a[0]);
|
||||
|
@ -74,6 +74,11 @@ export class HUDShapeStatisticsHandle {
|
||||
return;
|
||||
}
|
||||
|
||||
this.element.classList.toggle(
|
||||
"pinned",
|
||||
this.root.hud.parts.pinnedShapes.isShapePinned(this.definition.getHash())
|
||||
);
|
||||
|
||||
switch (dataSource) {
|
||||
case enumAnalyticsDataSource.stored: {
|
||||
this.counter.innerText = formatBigNumber(
|
||||
|
Loading…
Reference in New Issue
Block a user